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9:40:06
Shinmera
It would surprise me very positively if someone else came along and fixed Harmony up!
9:42:31
no-defun-allowed
I understand, but unfortunately I have to study for practise exams and then real exams and I have a very long list of other ideas to spend one weekend testing and giving up on ):
12:04:29
Shinmera
- Mapping from external backend events to Alloy events. This could possibly be done with a traits system to avoid copying, though I have not thought much about it yet.
12:05:23
Shinmera
- Scroll area implementation. This will need some way of communicating with the internal layout to specify which elements to avoid drawing at all
12:05:51
Shinmera
- Structures and other convenience facilities to make it easier to construct the UI trees.
12:06:28
Shinmera
- Units to specify sizes. Needs absolute, container-relative, and resolution-relative units that get translated to absolute ones.
12:57:57
|3b|
then there are fun cases like distinguishing whether you want resolution-dependent absolute units or not :p
12:58:04
|3b|
mostly for extreme cases like huge cheap TVs, where for example displaying a pdf at "100%" would give you 10 pixels
13:01:09
|3b|
and the in-between case like browsers where you scale things a bit to get nice ratio of pixel scaling, but keep units internally consistent
13:01:57
|3b|
so 1 inch might be 1.1 in, but is always X 'pixels', and 1 'pixel' is ideally 1 or 2 or 3 or whatever display pixels
14:20:04
Shinmera
pixel units are just integers and are always just directly pixels as interpreted by the underlying backend/OS
14:20:43
Shinmera
other units are scaled according to a global scale factor, and other relative properties.
14:23:14
Shinmera
So if you want your UI to be scalable at all, you just don't use pixel units in your layout specs